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About This File

This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them).


Already implemented:

-The Garotte

-The Wayrest Guillotine

-The MK2 Guillotine

-The chopping Block

-Impaling Machine

-Gravity Impaler

-Deadly tree stump
-Spitroast (and accessories)

-Generic painfull script for stuff like static Racks/Crosses/spikey stuff/....



General Features

-works on player and NPC´s

-Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break.

-Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing.

-Fully reusable

-MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...)

-sound Options

-Spells for spawning the devices, as well as commanding NPC´s into them, are included.



Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!)






-Install with mod manager of your choice.

-Run FNIS/Nemesis.
-when upgarding version, please use a new savegame


Demo Location

-outside of the regular world.

type the following into your console

"coc pamaTestZone"


How to summon Devices into the World

-Go into the MCM and klick "Enable Spells on the first page. (spells are hidden by default to preserve immersion)

-you will now find spells for spawning devices, as well as commanding NPC´s into devices under the "Alteration" magic tab.

-see images below:










Issues/Compatibility :

Crash when using Guilloutine/Chopping Block

This is caused by Nioverride. A quick workaround:

Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"

; Determines how many face overlays there should be

iNumOverlays=0 ; Default[3]

iSpellOverlays=0 ; Default[1]


For special Edition users, this setting can be found in



SMP hair/bodies doing weird stuff when using the gravity Impaler

Known issue on my end. Nothing you can do about it.


For Sexlab-Defeat users:

Use Baka´s version: https://www.loverslab.com/files/file/18689-sexlab-defeat-baka-edition-lese/

The old original version wont work!


Devious Devices

Not supported and untested.
DD is extremely invasive and has an uncanny talent to break other mods. I´m not saying that its absolutely incompatible, but if it DOES cause issues for you, I cannot help you.



-All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything

-Certain scripted followers or NPC handled by follower frameworks might be impossible to kill or might do weir shit on Death

-If heads dont get chopped of, you probably forgot requirement number 1. Or installed the wrong version.
-When using the spitroast, its sometimes possible that the head/hair wont change color when being roasted (especially when you are still using LE).
This is due to some technical limitations when headparts dont follow common naming conventions.
If it happens to you PLAYER CHARACTER, AND you are using SE or AE, feel free to contact me, otherwise there's nothing I can do.






If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:

patreon_logo.png.0fefe68ab9dfd4b45ac6edafe6b400ca.pnghttps://www.patreon.com/Pamatronic   https://subscribestar.adult/pamatronic   https://pamatronic.fanbox.cc

Or join the Discord to get more news on Dev-updates and a steady stream of Images featuring the Stuff.






Details for Modders:


TheGarotte (pamaGarotteFurniture):


This Thing works like This:

1. Victim Enters (NPC will be set to restrained, so they will remain locked)

2. turning the wheel will increase "intensity"

  -initial intensity is 0. nothing will happen

  -on intensity 1, victim will start to loose health every second. damage increases slightly every second (this is to ensure characters with high health cannot out-regenerate the damage)

  -on intensity 2, the damage will be dealt at double the speed.

3. If health of the victim reaches zero or "intensity" reaches 3, the victim will die/be knocked out (depending on lethal/nonlethal settings)

4. NPC´s have to be released manually by turning the wheel again.

5. if set to nonLethal, the player will be ejected automatically after an adjustable time period

6. resets itself automatically



-automaticForNPC: not used yet

-automaticForPlayer: not used yet

-damageNPC: the initial value dealt to NPC´s every second, if intensity is rising.

-damagePlayer: the initial value dealt to the Player every second, if intensity is rising.

-equipOption1: not used yet

-equipOption2: not used yet

-equipOption3: not used yet

-equipOption4: not used yet

-GarotteDummyID: For t.ara to use. select the fitting dummy-Furniture here

-wheelID: For t.ara to use. select the wheel here (this is only used by the self-construction routine. Modders wont need this.)

-humansound0: sound to be played while intensity = 0

-humansound1: sound to be played while intensity = 1

-humansound2: sound to be played while intensity = 2

-humansoundFinal: sound to be played when Character dies/gets knocked unconscious

-soundIntervall: seconds between sounds (leave blank to disable sounds)

-lethal: when set to true, characters will die. if false, they will just be knocked unconscious.

-deathCamDuration: controls the deathcamduration IF the player is killed BY the Garotte. when lethal is false, this will control the time the player remains unconscious.

-wheel: select the individual wheel you want to associate with this garotte.

-zbf: select zbf (this is the link to Zap bondageShellScript)



the Garottewheel needs to be fitted with the helper script "activatorForExecutioner"

its property "targetFurn" needs to be set to the Garotte



The Chopping Block (pamaHeadChoppingBlockFurniture)


Works like This:

-Player or follower uses the Block, He/She will be registered as the victim and locked in place. someone else can be made to use the Block by using the"setFavorState 1" console command.

-The script will search for the two closests Guards (within a 30 meter-ish radius) and and will send send them to their way to be the executioner/executionerGuard

-if it doesnt find Guards, it will grab the nextbest NPC´s

-if someone other than the player/follower is being executed, your follower will by default asume the role of the executionerGuard

-if someone other then the player is beeing executed, The player can assume the Role of the executioner by using the Block AFTER a victim is in place and BEFORE someone alse has arrived to do the job.



internal stuff (please leave this alone if you not sure what you are doing)

-zbf: select zbf (this is the link to Zap bondageShellScript)

-Block: set to PamaFurnitureAlias of the zbf Quest

-executionerAlias: set to PamaExecutioner of the zbf Quest

-executionerGuardAlias: set to PamaExecutionerGuard of the zbf Quest

-executionerGuardKeyword: set to isExecutionerGuard

-executionerKeyword: set to isExecutioner

-victimChoppingIdle: set to IdleHeadChop


optional stuff

cuffs: the type of cuffs to automatically equip on the victim. the default zbf cuffs break the PlayerLocking due to their enchantment. please use something without an effect if you want to change it.

followerAlias: This is used to find yhe current follower. Can be changed if a custom follower mod is used.

GuardFaction: The selected Faction´s members will be prioritized when searching for an executioner/executionerGuard


Predefined Executioner: this can be set to a certain Alias, if you want a fixed actor as your executioner. for example if you want to use this for a scene in your own mod. this should obviously only be changed on a specific reference, rather than at the BaseObject.

PredefinedExecutionerGuard: see above


The Guillotine:


If you want to spawn a new one, you need to spawn in the basic table first, and then start the self-construction routine by activating it. (interacting with it)


How it works:

Just as you would expect if you pull the release handle while someone is inside, that someone will die.

The MCM option "Autoplay" will lock you in and kill you automatically after an adjustable time.

Otherwise you have to pull the lever yourself.


When you command an NPC to use it, you need to wait until the cuffs appear before leaving command mode. otherwise the NPC can escape.

When the NPC is in Place, you have to activate the release handle to start the execution.

After an execution, you have to raise the Blade first, before someone else can enter the device.



The Gallows:


Has a regular Pole, as well as a wall-mounted version.

Has 2 different animation styles (legs tied/legs free). preferred Style can be set in the MCM. Randomizer option is available, too.

Loss of bodily fluids can be MCM toggled.

Reacts to the lethal/nonLethal setting in the MCM. If set to nonlethal, the device will release the player after falling unconscious. (duration corresponds to the deathcamduration)


How it works:

-If an NPC enters it, he/she will stay on a chair/log until the player starts the actual hanging (by interacting with the victim)

-If you hang yourself, you will stay on the chair/log until you press space/shift/E

-You can decide to just give up or try to start a escape minigame.

-If you decide to try to escape, keep smashing spacebar until the rope breaks and before your health runs out.



The Generic Painfull Furniture (pamaGenericPainfullFurniture):


This can be attached to any Type of Furnitures which are supposed to be painfull, but not deadly.


-NPC´s will be locked upon use. You need to attack the Furniture to release them.

-comes with sound Options and screenspace modifications to make it "feel" painfull

-healt will be reduced. It will dance around 1/3 of the victims health.



-zbf: select zbf (this is the link to Zap bondageShellScript)

-bloodyScreenIntervall: the intervall between visual effects (recommended = 2)

-humansound: sound to be played when active

-soundIntervall: seconds between sounds. (leave blank to disable sounds)


-If you want any modifications or explanations for Use in your own mod, just ask. I´m always happy to help :)



Creative Commons: CC BY-NC-SA

-That means you can NOT use it for commercial purposes.

-if you want to use/upload it somewhere else, please give proper credit and include a link to the original.



Also, check out this Thing. I cant make it into a spawn-able version, but its still neat:


Special Thanks / Credits

-T.ara for all the Furnitures/animations/Motivation

-very Special thanks to Erholung/Ceblue for Fixing the Wayrests collision Model

-Kalmah for the permission to use some of his animations

-To All my Patrons for the support, love you Guys :)



Edited by Pamatronic

What's New in Version 2.4.0


-Added new Device: Gravity Impaler
-Added new Device: Deadly tree stump

-various backed changes and bugfixes for existing devices

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